
/* Copyright (c) 2007-2011,  Maxim Makhinya  <maxmah@gmail.com>
   Copyright (c) 2008-2010,  Stefan Eilemann <eile@equalizergraphics.com>
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * - Redistributions of source code must retain the above copyright notice, this
 *   list of conditions and the following disclaimer.
 * - Redistributions in binary form must reproduce the above copyright notice,
 *   this list of conditions and the following disclaimer in the documentation
 *   and/or other materials provided with the distribution.
 * - Neither the name of Eyescale Software GmbH nor the names of its
 *   contributors may be used to endorse or promote products derived from this
 *   software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef EVOLVE_GLSL_SHADERS_H
#define EVOLVE_GLSL_SHADERS_H

#include <eq/eq.h>

namespace eVolve
{
class GLSLShaders
{
public:
    GLSLShaders()
        : _program(0)
        , _shadersLoaded(false)
        , _glewContext(0)
    {
    }

    bool loadShaders(const std::string &vShader, const std::string &fShader,
                     const GLEWContext *glewContext);

    void unloadShaders();

    GLhandleARB getProgram() const { return _program; }
    const GLEWContext *glewGetContext() const { return _glewContext; }
private:
    GLhandleARB _program;            //!< GLSL vertex and fragment shaders
    bool _shadersLoaded;             //!< flag of loaded shaders
    const GLEWContext *_glewContext; //!< OpenGL function table

    GLhandleARB _loadShader(const std::string &shader, GLenum shaderType);
    void _printLog(GLhandleARB shader, const std::string &type);

    bool _cleanupOnError(GLhandleARB vShader = 0, GLhandleARB fShader = 0);
};
}
#endif // EVOLVE_GLSL_SHADERS_H
